Beta Phase 2 will be a fresh start built on grounded, low-rate progression — and we're planning it in the open. This page is that plan: nothing hidden behind patch notes. We'll keep it updated as decisions land, and your feedback in Discord shapes what moves from "deciding" to "done."

Live — in the server now In Progress — being built Planned — coming, not built yet Under Discussion — still being decided

Live Right Now

Live

Already implemented and running on the server today.

Reworked equipment drops

Natural equip drops now skew below-average, with a rare chance to roll high. Loot is still exciting — but the dependable path to a good piece is crafting.

Maker crafting loop

Sacrifice gear into monster crystals, then craft the piece you want. Those below-average drops are never wasted — they're the feedstock for crafting.

Level-100 Onyx shop removed

The Maple Leaf shop that sold the level-100 Onyx set is gone. Level-100 gear is now something you earn — by farming or crafting it.

Happy Hour removed

The 2x EXP happy hour is gone — no inflated early rates. The leveling curve you feel is the real one.

The Boss Gate Map

Draft · Under Discussion

A planned progression system that ties your level to the era's classic bosses. As you climb, you'll meet gates — some soft (a nudge), some hard (a real wall) — built entirely from native v95 bosses. The map below is a first draft: exact levels are still being verified, and gates may also unlock through questlines, not just boss kills.

~70Soft Gate
~80Soft Gate
~90Hard Gate
120Hard Gate
120+Endgame
Padding Optional bosses that fill out a band — extra targets, not requirements.
Soft Gate An EXP penalty until you clear it. A nudge to gear up, not a hard stop.
Hard Gate Boss required to pass. The real milestone walls of the run.
Lv 30–50Mushmom / Blue MushmomPadding

Timed field spawns you can farm on repeat as you climb — the milestone-feel begins here.

Lv 50–70Jr. Balrog / Iron HogPadding

Timed spawns built for a small party — your first taste of grouping up.

~Lv 70Zombie MushmomSoft Gate

Undead — so healing actually hurts it. The first gentle nudge to gear up before you push on. You can keep leveling, but at an EXP penalty until it's down.

Lv 60–90Mix Golem / Crimson BalrogPadding

The highest-HP area bosses of the era — real DPS checks that reward a geared character.

~Lv 80Zakum (scaled / easy)Soft Gate

Prequests open at 50, so the climb is part of the rite. A scaled, gentler Zakum — iconic without being a wall.

Lv 75–95Papulatus / PianusPadding

Optional party raids — not gates, just extra targets for groups who want them.

~Lv 90Zakum (party) / prequest chainHard Gate

The first real wall — boss required to pass. Difficulty comes from mechanics and a gear/DPS check, not just raw stats. Bring a build that's ready.

Lv 90–110Temple of Time prequestsPadding · Quest spine

A questline that carries you toward the endgame — and a natural candidate to fold into the level-120 gate's requirements.

Lv 120Horntail (scaled)Hard Gate

The classic endgame gate — and the old 3rd-job plateau. Clear it to break into the 120+ bracket.

Lv 120+Pink BeanEndgame

Your first true endgame target — not a gate, a trophy. The run opens up from here.

Phase 1 — Before the Relaunch

The core systems that define your first hours. These lock in before Beta Phase 2 goes wide.

Gear drop & craft rework
Drops skew below-average; crafting is the reliable path to a great piece.
Live
Level-100 Onyx set removed from shops
No more buying your way to level-100 gear — farm or craft it.
Live
Happy Hour removed
No 2x EXP at the start — the rate you feel is the real rate.
Live
The EXP curve
Overall leveling pace — and whether EXP coupons exist at all — is still being decided as a team.
Under Discussion
Level gates
A draft boss map exists (above). Unlocking each gate will take a boss kill plus a custom questline — the exact kill requirements, questlines, and gate levels are still being finalized.
In Progress
True-rate balance pass
A fresh-character run to confirm farming, crafting, and the early game feel right at the real rate.
Planned
Fishing
The AFK version is being removed for good — what's still open is whether to retire fishing entirely or rework it into something more active.
Under Discussion
Spell Trace & Maple Leaf squish
Fewer, more meaningful drops with crafting costs lowered to match — less inventory clutter, same end result.
Planned
Daily repeatable content & rotation
Daily instanced EXP, a quest rotation, and rewards beyond XP so every session pays out.
Planned

Phase 2 — Soon After Launch

Depth and variety that follow shortly after the relaunch — not launch-critical, but high on the list.

Small-group Party Quests
Rescaled so the adaptable PQs run with as few as two players, not just full parties.
Planned
PQ reward shop
Spend PQ points on crafting materials and goods, tying PQs into the same gear economy.
Planned
Individual boss rewards
Every weekly boss now ends on a reward-box screen — meet the damage requirement and pick your own reward, instead of a pure RNG scramble.
Live
iTCG crafting
Earning trading-card items by crafting them through the Maker system, instead of pure gacha.
Under Discussion
Leaderboards & events
Gate-clear races, rankings, and GM-run events to make the world feel alive between sessions.
Planned

Phase 3 — On the Horizon

Bigger, longer-term work — direction set, details to come.

Late-game gear & level requirements
Revisiting why end-game gear is gated where it is, so the late game makes sense.
Under Discussion
More late-game content
Viable quests and goals beyond bossing and grinding for max-level characters.
Planned
CWKPQ & APQ
Bringing back the classic pre-Big-Bang party quests, with their own reward track.
Planned
Progression questlines
Optional story chains tied to the gates, giving your character a sense of growth and place.
Under Discussion

Still Being Decided

Your input matters

These are genuinely open. If you have thoughts, the Discord is the place — this is where feedback has the most pull.

  • The EXP curve & coupons — overall leveling pace, and whether EXP coupons exist at all.
  • How level gates unlock — a boss kill, a questline, or both — plus the exact gate levels.
  • Fishing's future — retire it, or rework it into something more active and fair.
  • Late-game gear requirements — the level reqs on end-game equipment.
  • How far Party Quests scale down — duo-friendly where possible, while staying true to "party" content.

This roadmap is a living document — items move between columns as we build and decide. Last shaped by community feedback. Have an opinion? Join the Discord.